#blueprint

402296 messages ยท Page 675 of 403

faint pasture
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@true quartz Then put that in the meteor BP

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Has nothing to do with the spawner.

true quartz
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But the problem is I dont know what to put in there that will make it work

faint pasture
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Event Hit or whatever the equivalent is for however you're moving your meteors

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Then on event hit, play sound at hit location. Easy peasy

vague shell
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How can I get the location of a bone relative to its bind pose?

opal ivy
faint pasture
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@opal ivy Editing the spline

opal ivy
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I want to add a property programmatically.

faint pasture
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Oh hmm. What's your options for making spline points?

opal ivy
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I'm generating them all at runtime and want to shove an extra piece of data on

faint pasture
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Is that the only node that has to do with Vector Property or Metadata?

opal ivy
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It's possible there are more, but I didn't see any other than the various tangents and vectors associated with the points themselves

faint pasture
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Do you have access to the custom vectors when placing points manually? Not at my computer ATM

prisma stag
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Anyone ever have this problem?

faint pasture
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@olive sedge Just google vector, dot product, cross product, and Euler angles. Rotations are quaternions behind the scenes(I think) but presented to you as ruler angles.

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@prisma stag ya it's a focus issue. Also what input mode are you setting it to?

prisma stag
faint pasture
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Set it to UI only when menu is open

prisma stag
true marsh
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Can you change the outer of a base object in blueprints?

hoary gazelle
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I was doing some research and I still cant find out how to make a percentage based gacha system.
Is there anyone that can point me in the right direction with this? Im having a difficult time trying to work around it.

true marsh
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@hoary gazelle For what, card drops / pack openings?

hoary gazelle
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Mostly just skins/weapons

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Similar to mobile games and how their gachas are

trim matrix
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So nobody knows why my project got so excessively bright when I upgraded it to 4.26? Is there anything in the newer version of the engine that messes with the lighting effects?

faint pasture
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@trim matrix probably depends on what version you upgraded from. I know there was a transition to a new auto exposure setting recently.

true marsh
hoary gazelle
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So if the rare roll has an integer greater than 0 wouldn't that automatically call the common first, since 20 is also greater than 0?

faint pasture
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@hoary gazelle its checking if roll is greater than 20

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That'll only return true if you roll 21 or higher

hoary gazelle
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Yeah thats what im getting at.
If the rare roll is 0, it would have to grab a number 1 or higher to get it right?
What if it was 21 would it get the common or the rare, or even the uncommon?

dark crow
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21 to 100 -> Common
6 to 20 -> Uncommon
2 to 5 -> Rare 4%
1 -> Rare 1%
0 -> Nothing

hoary gazelle
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ah okay i get it now.
Thank i appriciate it!

true quartz
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The meteors are just falling out of the sky also @faint pasture

faint pasture
true quartz
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ok

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and yes i know the sound and emitter are off right now I just made this again

warped cairn
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Okay. desperately need help... I am attaching my actor to an empty sphere collider, the only issue is I can't seem to detach it.... Here is what I have done.

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The reason I am using this, is because it needs to attach to the actor when they collide with a box, that box will then be deleted.

true quartz
dawn gazelle
# true quartz

Is your intention to have the sound only trigger when the meteors collide with each other?

true quartz
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only when it hits the ground

dawn gazelle
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Then your cast is blocking what follows. "Other Comp" would be a component on the thing that was hit by a fallingmeteor.

true quartz
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i updated it sorry I forgot to post

dawn gazelle
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Same thing.... "Other" in this case would be an actor and your cast will block anything further unless it is a falling meteor.

true quartz
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so waht would I want to connect to?

dawn gazelle
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get rid of the cast.

true quartz
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no good ๐Ÿ˜ฆ

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I just dont get why it wont work no matter the config

dawn gazelle
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Put a print string in right after your event hit node. See if it actually gets called.

true quartz
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ok

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it was never called

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ok so now i am getting somehwere lol

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on com hit and on event hit dont work

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with this one it plays the sound and emitter on spawn

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@dawn gazelle

dawn gazelle
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Might want to make your box collision the root of the object, and make sure your collision settings are right.

true quartz
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do I hit at location impact or what?

lost solstice
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anyone know how the vaulting system from the ue5 demo was done at all or what I could look up to find something simlar

true quartz
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I just put in a delaay and cheated the system I cannot figure it out

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but hey ti works

opal pendant
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anyone have any idea why I'm getting this error?
the error is within the "Manipulate Int Internal" and it happened after I compiled a function with an integer increment node inside of it

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I'm on UE 4.26 source built if that makes a difference

sand shore
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wouldn't you assign to the macro variable?

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@opal pendant that probably won't fix it because macros are a special kind of pain

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You'd be better served with a CustomThunk c++ function

opal pendant
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I didn't even make the macro

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it's just what came up after I tried to use the Increment Int function

sand shore
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Oh.

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Welp.

true marsh
true marsh
vague shell
true marsh
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The initial thoughts is to save the location on startup (event begin play or similar) than save the new location and use math to compare the two locations in some way.

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Which you might have to set the bind pose for a second or two, save the location, then set the animation instance class

trim matrix
true marsh
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Well technically you might need to check the same setting on your character camera as well, any camera that the player is using will have that setting but post process does too

trim matrix
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Thank you for the suggestion, but it does not appear to have fixed it.

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I think there are some larger forces at play here, I just now noticed that the foam, reflections and shadows on the ocean are gone too.

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I won't clog this channel with the same question again. I will try my best to find the solution to this upgrade problem. Thanks for the help!

warped cairn
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But I seem to be running into another problem.... -_- I just made this rather lovely options menu, and spent about an hour typing commands in, but they don't work ๐Ÿ˜ข

chilly jetty
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hi I have a question

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if i destroy an actor and down the line i have a delay in the bp

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with the delay still go through?

dawn gazelle
chilly jetty
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mmm i thought so

warped cairn
dawn gazelle
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Run as a standalone game, works fine.

warped cairn
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Ah, I had no clue I needed to make the gamesettings.ini file

crimson saddle
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Since the umg chat seems to be completely dead I'm gonna try asking here too

vocal urchin
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I'm not sure why this would be any different, but this is most definitely not working, and is instead spawning the particle system at the level's origin instead of at my component's transform.

crimson saddle
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How do I add values to a ComboBox in a ListView during construction?

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On the surface it feels like this is an impossible task, as any attempt at referencing the ComboBox returns null, and I would need to call another function (somehow) in order to go through my ListView (a second time) to update every ComboBox after construction

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I feel like there must be an elegant way to keep my entry widget information up to date. Unfortunately someone was sleeping when they implemented the ComboBox and you can't bind anything to it for... some reason

dawn gazelle
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Get World Transform is probably what you want.

vocal urchin
chilly jetty
true marsh
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Anyone know if this "DO NOT CALL" warning is still valid? I used profiler to compare the MS difference between Spawn Actor (0.110 MS), Construct Object (0.038 MS) and Add Scene Component (0.009 MS) and its actually the fastest. I'm curious if there is some other reason to avoid it? This is during runtime

sand shore
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@true marsh it is warning C++ folks to not use it. Most of the time, BP stuff can be used from C++, but in this case it isn't a good idea

true marsh
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Ahh cool, so its fine to use in blueprints?

sand shore
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That is the same function that you should call from BP (as opposed to making your own callable add component)

dawn gazelle
true marsh
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Perfect thanks

dawn gazelle
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If you're looking to do some additional things with an actor after it's been destroyed, you probably don't want to destroy the actor yet - you may want to hide it, disable its physics, etc, and then do what you need and then after you've done all that you want to, you should destroy your actor.

vocal urchin
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Also trying this method to get the thing to spawn properly...I've used positions and rotations a gazillion times. Is there something special about Niagara? I printed out that transform too, and it is what I expect it to be.

late shuttle
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I've been having the same problem.

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I've had to attach the niagara system as a component of another actor, then spawn said actor.

vocal urchin
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When I do that, I can't even see it at all. It's like it's not even there.

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Seems others have had this problem too, and of course the reddit post goes un-edited ๐Ÿ˜„

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I also notice that if I just drag the system into the world, it's still spawning at world zero

maiden wadi
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@vocal urchin Sounds like your emitter is set up to use world space coordinates or something and ignoring it's emitter's location.

late shuttle
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Actually, checking some BP, I have one working as "Spawn System Attached"

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Then I'm taking a reference of the spawned niagara particle and force activating it.

vocal urchin
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AH, got it. Nevermind

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Big brain in action

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Now why that's not set as checked by default seems like a bit of an Epic goof.

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Because it's entirely counter-intuitive.

sand bloom
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hey can someone tell me why i'm a idiot, I have a object that drops when you stand on it, but here's the kicker it's supposed to get back when you stop touching it

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seemed simple enough..

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not sure why it won't go back

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it drops fine

maiden wadi
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@vocal urchin That setting will just make it local and allow you to move the particles with the emitter. More likely you need to check your spawning parameters.

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Look for something under Particle Spawn. Usually a location type like Sphere Location. In it it'll have a variable that is your spawn location.

sand bloom
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i'm guessing I can't use the value of 0

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maybe a zigzag will work

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nvm it didn't

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welp i've tried everything i can think off besides just dropping timelines

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but it should work

maiden wadi
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This will spawn it at 0,0,0 in world space with local space checkbox unticked.

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This will use the emitter's location.

vocal urchin
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Hmm, actually I do have it checked.

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Although i'm not sure why mine looks different from yours

maiden wadi
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Is this the only location function in the emitter?

vocal urchin
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I believe so?

sand bloom
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Is there any reason why a timeline wouldn't reverse properly

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is it because i'm starting from a vector of 0 value

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and when it reverses it won't do anything because of that

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addrelative location

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I tried that earlier but all that does is drop it a little bit instantly for some reason

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oh wait

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I need to drastically increase my value with this node

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Thank you it's doing something now, it automatically goes back up instead of waiting until the collision ends but this is progress

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could be because it's only updating the rock location and the collision box even though the collision box is parented to it

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fixed it ๐Ÿ˜„ thanks a lot dude

faint pasture
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@sand bloom don't add relative, set relative

sand bloom
dusky topaz
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Is there something among the lines of an event dispatcher that allows me to define when "an event of this type" is supposed to happen, and have the remaining logic after the call wait for the called event to report back that it's finished?

dawn gazelle
dusky topaz
faint pasture
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@dusky topaz callback?

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Or another dispatcher

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Or just a custom event. What's the use case?

dusky topaz
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Basically I have several different occasions where buffs might trigger, as an example, some trigger at the start of a units turn, so I want the animation and effect to finish before the player is shown the action menu

maiden wadi
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Sounds like a good use for a view manager.

faint pasture
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Or just have the end of then phase always be like 2 seconds and call it a day

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Oh ya nvm it's per unit

maiden wadi
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I find that things like that are best handled with a manager. You're going to end up with a lot of complicated views. Let the manager get the current state, or let stuff say "Hey, I'm doing this, don't display that stuff", and let it set up the view to the player. Your game logic will stay much cleaner.

faint pasture
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Or is it something different

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I don't have OpenMainMenu, I just set MenuState to Main

maiden wadi
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Pretty much. In this case you'd probably have his buff thing get the manager, make it set the view to animationinging or something which removes UI and might set the view target to a camera, then on animation finished, set the view back to the last view and any other buffs can do the same in a row.

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Multisphere trace from the cursor, and filter your results is probably going to be the easiest.

faint pasture
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@swift pewter MultiSphereTrace, select closest

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That's what I do for E interaction. Get actors with interface, select based on closest and most in front.

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Ya sphere center

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Uh why are you doing this every frame?

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Is it meant to continuously choose target?

dusky topaz
maiden wadi
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You don't need anything from the trace except the actors. Just get the actors and dot product their direction from the cursor direction.

faint pasture
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I think his is like a top down operation

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Center and center

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Used to have to move it like 1 cm but I think you don't anymore

maiden wadi
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Yeah, fair. Distance is probably safer for that. Was considering for like distance from center of screen.

faint pasture
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@swift pewter if you're a speed freak use distance squared for that sweet perf. Saving cycles one cycle at a time.

lyric onyx
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Hi, I'd like some help about the "Add Math Expression" node.
I'd like to put the formula below in but I don't know how to deal with Square...
Here is the formula : X * (Y^Z)
To explain the context, I try to programm a RPG and this formula stands for the Damage.
X = Base Damage of the Spell.
Y = Scaling (in %)
Z = Level of the Player.
For instance, my Player is level 98, he uses the Spell which has 100 Base Damage and 6% Scaling per Level, the expression should be :
100 * (1,06^98) = 30.198
Can someone help me?

dawn gazelle
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(X * (power(Y, Z)))

lyric onyx
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(To myself: Sh*t... it was that easy?!)
Thank you very much

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It works now, thank you again

azure bolt
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The rod is attached as a child of the wheel called 'bolt', and i've been setting the rotation like this, I've tried lots of different ways but none seem to work

cinder shell
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hey guys! Can someone please tell me why does blueprint are trying to accessing "Target Actor" variable even if Select boolean is set to False? Receiving "Accessed None trying to read property" error anyways.

cinder shell
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ah.. no way to skip it? Only with regular branch?

marsh mountain
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hi guys i want to make a widget with a button and by pressing that button i want to rotate some specific mesh in other BP. I found that a dispatcher is a good way to go on communication between BP, but what was looking easy at beginning at the end i found confusing and not working. I don't know how to interpretate that issues from log any suggestions how to fix that will be much appreciated.

dawn gazelle
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Pretty much. IsValid may be better if you're wanting to avoid using TargetActor without having to set the boolean at all.

fiery swallow
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What's the point of tracing twice?

dawn gazelle
fiery swallow
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There should be outhit hit actor

placid wren
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I am trying to create a multiplayer options menu, if i have my blueprint like this it will work but my camera will move until i press my left mouse button in the options menu. Is there any way I can fix this without pausing the game, if the server pauses the game other players will teleport back into their old positions after the host returns from the menu.

fiery swallow
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yes

burnt nest
placid wren
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ok, i will try

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thank you so much worked instantly

fiery swallow
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I assume that's to avoid fat fingering, That's one way to do it I guess. What I did was wait 0.5 seconds before setting target actor back to null

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So once you hovered the actor and then clicked LMB even if you missed your left click you still had x amount of time to use an ability on the last hovered actor before it went null

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IMO that's better then line tracing twice but it's not like line tracing is a slow operation

cinder shell
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@dawn gazelle I see.. Thank you, my friend.

fiery swallow
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I did a sequence

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on event tick

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This is what it looks like on event tick in blueprints

burnt nest
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Just a tip, avoid using tick as much as possible. If you're just trying to click something, you should really only do what you need to do when the player clicks. Running a sphere trace every single frame is not great practice for performance.

burnt trench
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Hello people. I need some help in figuring out how to make my player movement

surreal peak
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Make sure not NOT mark those RPCs as Reliable @fiery swallow

marsh mountain
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@dawn gazelle any tip how can i set some value you was talking about ?

fiery swallow
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I would recommend this anyway because unless it's imperative to be running 2 line traces every tick It's probably not a good idea

surreal peak
burnt trench
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I'm making a player ship for an infinite runner

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yes

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Using the in built movement code

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but this doesnt move my ship

fiery swallow
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@swift pewter So the best thing you can do is have the cursor line trace on event tick and only once it hits or is close to an actor allow the second line trace to start. That would be least expensive thing I can think of

burnt trench
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it stays still

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even if I crank up the scale

burnt nest
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Put a "Print String" after your movement nodes to see if they are actually firing.

burnt trench
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it is firing, it is set to moveable and I have set it tp pawn in my custom game mode

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and made the GM the default for the project

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no overriding Gm for the level

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worth mentioning that I am using a static mesh and not a skeletal mesh atm

dawn gazelle
burnt nest
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You have not connected the axis value for MoveForward. Though the scale is set to 1.0, so it should still move, but still!

surreal peak
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Actors in the World can also always be setup to get something that can register to

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E.g. a Component on the GameState or GameMode with a reference or array of references

burnt nest
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Static mesh is fine, it doesn't need to be a skeletal mesh.

burnt trench
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yes Axis value not being connected is intentional

surreal peak
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BeginPlay in the Actor that is in the World can be used to access that Component and give you an easy ref

burnt trench
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because I want it to keep moving without input

burnt nest
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Could you try depossessing (F8) and select your ship and look at its position, see if it is changing at all?

burnt trench
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it isnt changing at all (not even decimal values)

burnt nest
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Wait, my bad.. you have to give it input for it to change still

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Even if the axis value isn't connected

surreal peak
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Axis should tick without a connection

burnt nest
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Yes

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And yes, that is true

surreal peak
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Correct, endless runners, at least in UE4, should move the level, not the player

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In UE5 you can probably can away with it

burnt trench
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I will do that but the problem is I still wonna move the player in atleast the direction I'm facing sideways atleast then

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I connected the axis value and still doesnt do anything

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doesnt move an inch

burnt nest
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Oh and make sure it's not stuck on some collision.

burnt trench
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I just have 1 flat plane static mesh of empty map. Pretty sure its not stuck anywhere

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I'm making the flying project and trying to see what I could do to fix it

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interesting. The flying template just uses addactorlocaloffset to move

modern wolf
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what does compile actually do?

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yes

fiery swallow
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You should print out the distance yourself to see what it's returning

dusk flame
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What kind of resources do we have to validate BlueprintFunctions (from a BFL). I want to throw errors if input fields are left blank.

I found some old forum posts (with no answers) on this topic.

modern wolf
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so if i don't compile it can still run, but it will need more time and resources?

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oh ok

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thanks

dusk flame
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Even in PIE, blueprints are compiled afaik

burnt nest
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Your loop is going through all hit actors, and your "Target Enemy" will be the last one it goes through. It probably sets your closest one first, and then the snowman, as far as I can tell.

dusk flame
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I mean, its compiled for develop target, not shipping, so probably some optimizations are left out (for example print nodes are left in).

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But its still compiled

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Isn't that button gone in ue5 anyways?

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Sort of like the save-button in Google Docs ๐Ÿ™‚

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Its there for safe feeling lol

blazing ridge
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How do you connect or snap 2 spline points?

dusk flame
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Speaking of safe feeling, how can I throw a nasty error if somebody uses my blueprint function without passing in a param?

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No way to mark the node is invalid on compile-time?

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I mean I am doing this in C++.

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Its a BFL exposed from C++ to blueprint

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My understanding is this kind of question belongs in this channel, since its related to blueprint-exposed stuff.

burnt nest
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I noticed that you're comparing the current Target Enemy to the hit actor now. Hmm.

dusk flame
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I know I can mark function as Pure, but that is just a mess in this case since I actually want the Execute Pin.

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*pure function would throw the errors for me ๐Ÿ™‚

blazing ridge
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Is there still no way in UE4 to snap spline points onto each other, or connect 2 splines?

burnt trench
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so I have copied the code from the flying template

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now it moves.
But it is flickering and camera is fixed. DOesnt respond to input

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also, I noticed, the template doesnt have gravity

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but my project has gravity

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even though simulate physics is off

teal marlin
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Does anyone knows how to change bone position with IK like when I grab an item and play the grab animation sometimes the actor I want to grab is not in the right place to were the animation is moving so is it possible to change were the hand is getting to each time I grab an item to the item location?

burnt nest
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That should be fine. If you're now using AddActorLocalOffset, you're not using physics. Gravity on/off doesn't do anything without simulating physics.

burnt trench
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default gravity is same

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it does

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if I set the player start in the air

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it falls down

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idk why

burnt nest
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Then you're simulating physics on something.

burnt trench
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only thing is capsule

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its off on it as well

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dont know why the ship is still falling like gravity is affecting it

burnt nest
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And you're sure you're using the correct pawn?

burnt trench
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Found it. there's gravity scale in character movement too

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made it 0

burnt nest
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Interesting ๐Ÿค”

burnt trench
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only thing left now is it doesnt turn left and right like the template does

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The code is the same

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now made it a pawn instead of a character

shut hinge
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how do we do dialog audio and skip ? I don't know the logic to it.

burnt trench
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nvm fixed that issue as well

pine rain
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For those familiar with how Unity does it, is there an event in Unreal Engine Blueprints, which is called whenever the game is closing or when the actor is being destroyed by the game closing?

trim matrix
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Is it possible to convert Unicode (e.g. U+0100 [ฤ€]) to Text in Blueprint? Or will I have to do it through C++? Basically, I want to set a Text Box to be a random Traditional Chinese Character.

pine rain
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thanks

marble tusk
icy dragon
trim matrix
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With UTF8_TO_TCHAR

blazing ridge
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@marble tusk Thanks a lot buddy! I thought there was some hotkey you need to have pressed but this works just fine

marsh mountain
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@dawn gazelle its working now, thanks !

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@dawn gazelle but now i'm faceting another issue that branch is outputting true and false at the same time.. any ideas what it might be ?

runic plinth
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Morning, I'm sorry to be yet another one asking for help but I googled for hours now and tried so many options. Im trying to cast to player pawn but it always returns null on the debug. Also I was trying to adapt this animation blueprint from the Shooter Game Level and now the original one doesn't work anymore Im guessing I broke some references somehow. Any ideas on how to fix it?

unkempt torrent
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Can someone point me to a tutorial for physics controlled AI?

lunar holly
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I have a question about the score in a game. I use a score variable in my Game Mode. Should I write the score code in the player Class and then send the score value to my Game Mode? Or should I write all the score code in the Game Mode Class, so I Cast to the player from the Game Mode?

icy dragon
lunar holly
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@icy dragon What is "Game Instance"?

icy dragon
worthy frost
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not just client side..

icy dragon
worthy frost
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its basically a singleton that lasts from application start to application end (client and server)

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or from PIE start to PIE end.

lunar holly
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So it lets me store variables. And those variables are kept even if I go to a new scene?

gentle urchin
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Yes

lunar holly
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okey

icy dragon
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It's very useful to store player side variable you want to serialise for the save data.

olive sedge
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Is it possible to extend Spline or SplineMeshComponent? I want to add additional properties for the spline points

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I need them in the construct script so I can define the roll for each point

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It is possible to set the roll on AddSplineMeshComponent but not in the viewport/editor

mighty linden
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hello! how can i make this green node ?

runic plinth
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the orange signal flow debug no longer shows? and cant select a debug object?

celest sleet
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hey hey, got a veeery basic question here, it'd be great if someone could give us a super quick hand or point me to a good article!
I'm doing a ue4/fmod tutorial project, and I'd like to get the distance between a reverb zone in the level, and the player character. The player character spawns when the game starts though, so I don't know how to reference his transform in the level blueprint. Dragging an instance of him in to the level and referencing that is no good, because then when I delete it the reference breaks.
Would someone mind letting me know how I can set up a reference to the player like that? I'm guessing with a "if actor exists, get transform, promote to variable" kinda thing, but I've no idea and I've been digging around online for quite a while now

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TL;DR How do I reference something in the level blueprint which isn't present in the level before starting the game?
Thanks very much ๐Ÿ™‚

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ooo that might do the job

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really sorry to pester with this simple stuff, but do you know how I would not proceed and try again next frame? I guess I need some kind of "if valid" or "if get player character is not null" check

loud cipher
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Hey guys i have set up a simple ai move to function

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But whenever my ai hits my player it stops following

trim matrix
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i need help with one blueprint

loud cipher
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i then have to re engage the ai by overlapping a box collision

trim matrix
#

can some one help me ?

dark crow
#

No.

#

Jk, just ask, don't ask to ask

dark crow
vocal kestrel
#

Howdy, so odd question but is there a good resource for learning Project Managment systems for unreal? In unity i coded Manager of Manager systems, which sat in scenes and tracked/filtered broadcasts and events to everything. npc controllers sent info to managers which actually did the code, managers tracked aysnc save progress, ect ect. Was super useful as unity didn't have any cohesive management systems like that.

stuff like if a player is shot, they don't do the damage calc they tell the Player Manager that they were hit. all player does is hold their hp. the info's passed to it and then it runs the LoseHealth code and sends the new values back to the player. fully disconnected logic and data so slotting in new anything was trivial.

however i'm inclinded to recreate it in unreal but i'm... uncertain what Good professioanl scene/project management looks like in this engine as it's clearly different (i mean wtf do you DO with level blueprints??)

#

So stuff like writing systems that check everything's properly loaded in, checking that all npcs are where they're meant to be, checking that the weather system is updating properly, this and that. stuff that isn't very sexy but cohesive projects kinda need as a backend. unity doesn't do much for you so i have no idea how much unreal gives you to work with.

dark crow
#

I don't see why you can't do that
Usually for common Managers it's just a BP Actor placed in a Scene with logic in it and you can have players or whatever interact with that Actor
Up to you to decide what it does, you have all the freedom

vocal kestrel
#

yeah, it all looks like it should work more or less the same. it's just something that isn't talked about much so it can feel like i'm missing something.

#

though a big question would be, what's the best use for the level blueprint if i inent to make as much of the code as generic as possible? is that largely for making sure managemnet systems and important stuff is spawned in?

dark crow
#

Level Blueprint just use for Level related stuff you don't want elsewhere tbh

#

Since as soon as you change level that's gone pretty much

#

And depending on the Manager, if everyone has a common one, you just place it yourself in the level

vocal kestrel
#

so prob good for holding level speicifc spawning information, or things like "on this map, fill in this var for how much hp you lose per second cuz it's a hellmap or somehting" ?

dark crow
#

I would actually have that as an Enum in the manager and change it myself based on the map or so, am not really a big Level Blueprint user tbh

vocal kestrel
#

yeah, i did it before by ensuring that unity loaded up with a handful of top-level managers that persisted between scene changed, and those kept track of different managers that different scenes needed, ensruing they all spawned in and loaded right.

dark crow
#

I prefer having everything self contained

vocal kestrel
#

that's fair.

#

okay, that's the gist of what i wanted to know and ngl was a big factor in my confusion; the actual purpose of level bp

#

i guess it's a very situational tool that yuo can take or leave

dark crow
#

The only times i used it was for playing music in the main menu and moving the camera around when i click a button in it with a direct camera ref

#

You could have logic in there for sure, but just think if it fits your situation since when a level change happens the code is not considered anymore

#

Each level has its own Level BP

vocal kestrel
#

yeah i can see putitng some stuff in the main menu bp being useful, as there could be checks/ect that you really only ever want/need done in that speicifc circumstance

#

fair enough, unity doesn't really have an equivilant to that and i spent 2 years in that engine every day. so that extra layer was throwing me

dark crow
#

Yeh, in the end think it like Unity, you create an Actor Manager, players talk to that and Manager executes the code in case

#

You can have Managers talking to other Managers too

vocal kestrel
#

that's def how i want to work, so yeah i'll see about getting that back up and going. the book i learned unity from REALLY pushed management systems early, and so none of the offical learning meaterial from unreal talking about this stuff has been weird.

dark crow
#

If you want the player to hold a ref of the manager since they'll only be one in the world for testing you can use Get Actor of Class and have as an input the Class of the Manager and hold it as a Ref then talk to it

#

If it's a Spawner Manager Ref is as easy as getting what Spawned you with an Exposed Var

vocal kestrel
#

how critical are event dispatches in that? i used alot of custom messaging systems to throw broadcasts events around in unity, so that a box could die and shout I DIE, which a hud manage rhears and says "oh i should go tell the hud to update itself".

#

event dispatchers sound ilke much the same thing (things sending info don't care about what hears it so things are less interlocked) and sooorta work the same way.

#

oh btw thank you very much for the info, it's actually been very helpful and i appreciate it

dark crow
#

You could yeh, i think there's many ways to do it, up to ye to find the best way that fits you :p

vocal kestrel
#

uhg, the best and worst answer at once ๐Ÿ˜›

#

but okay, i'll try out some of what you mentioned and try and replciate some old methods. good to know there's not some odd barrier in my way like i kinda throught there was.

dark crow
#

i have some pics of Event Dispatcher workings if you want

vocal kestrel
#

that would b elovely actually

#

i've gotten them working in a way i think i'd like, but it was a few tests last week and nothing as extensive as working them into any complex manager system.

dark crow
#

Dere

fiery glen
#

Subsystems are a nice way to have "managers" but they are C++ only afaik

dark crow
#

Pretty sure they are C++

#

But automatically exposed to BPs

vocal kestrel
#

yeah, that info is def useful. it's not AS flexible as the broadcasts i was using before, but i could prob make it work if i dug into it (ie have hte listener be some middleman node that sends info to various classes/things it's spawned/ect?) so that nobody really needs to know anything about what's picking up it's cries other than "we're sending it to a listener hub that'll handle the rest"

#

that sounds like it'd work

dark crow
#

iirc UE3 was using global broadcasts but trashed them for performance reasons

vocal kestrel
#

that does make sense, i was using some mutant version of C# events made to work in unity that didn't have the performance overhead that normal global broadcasts did. soem of my confusion is probably just coming from getting used to workin with this odd codebase.

#

but yeah normal global broadcasts for everything is a bad call

dark crow
#

Event Dispatchers are mostly useful if you want one event to influence many different things

#

Example they made is if a boss dies and torches in the room turn off and door opens

#

All linked to the boss dying

vocal kestrel
#

that is what unreal recommended in their docs, yeah.

#

i guess i just had a really specific weird way of working and i did it for too long and it's kinda fuckin' with me :/

#

but okay that's a good point

#

okay, i'll... see about getting my mind out of the GLobal Broadcast mode and try to make some managers that'll handle the logic and just let things that need to talk to it have semi-genierc and reasonable ways to get/send that info without breaking if they're removed.

#

i have not

#

well i have like 3 C++ books, i guess if i really care that much it's not that big of a deal

#

yeah, i've been coding for like 5 years

#

But that's actually super good to know

#

i'll put subsystems on the list of things to learn sooner than later. managmeent systems, save systems, ect all seem like stuff you want to learn early cuz the later you impliment any of that the harder it gets.

#

oh yeah, i messed around with it a bit. not enough for anyting cohesive but it's good to see.

#

I've written like... two? two differenct save system in unity before

#

so iw as prepared to just do it myself

#

so that was nice to find

#

uhg

#

Yeah

#

Yeah, most of my fondness for unity is frankly from spending a year+ learning literally liek 300-400 differnet Store Asset toolkits, and learning how to weld together wildly differnet codebases

#

and by "fondess", i mean " trauma"

#

Unity is a neat engine but you need to spend so much time na dmoney on third party assets to fill in gaps in the engine that unreal already has filled.

#

It really shows that epic actually uses their engine to make and LAUNCH video games, and unity uses theirs as a testbed for cool tech ideas.

#

each team/studio that earnestly uses unity has their own special version of it that's suited to waht they need, as unity does really let you get in there and make engine/editor modifications real easy. so you can get soemthing smooth and very specialized

#

it jjust.... ya know, takes alot of time and frustation and it might not be worth it???/

#

regardless, yeah unreal's been... it's got it's own frustrations but it's def a better thing to work in for general 3d games. unity does handle 2d alot better, but hey dif tools for dif purposes.

fiery glen
#

Turns out never using your own product means nothing ever gets fixed

vocal kestrel
#

yeah, i firmly believe that you will find endless problems with your own tools the moment you stop 'developing' and you try to use them for something legit productive for 5 minutes

#

very easy to just let problems sit otherwise

faint pasture
fiery glen
#

ENTT/FLECS are simple to Integrate for backend c++ stuff

#

There's a marketplace plugin for a bp supported ecs

faint pasture
#

Godot has some great ideas too. I love the "it's scenes all the way down" philosophy

fiery glen
#

But yeah gameplay code in ue4 is a little old fashioned

faint pasture
#

I wonder how UE4 runs as good as it does. Does it do anything internal cache friendly handling of things or are we just thrashing the cache all day but making up for it with fast processors?

fiery glen
#

Animations are done internally with crazy ispc async stuff etc

#

Moving actors ain't cheap though

vocal kestrel
#

i mean i got into unreal largely to make films and do previz, as unity has the functionality but just has No documentation or real support.

#

i mean you can do it but good luck figuring anything out.

#

meanwhile epic's got like a new behind-the-scenes minidoc every week or so about how X film used unreal to make Y, or how Popular Film was made 100% in unreal for previz before filming

#

while it felt bad, switching engines wasn't that hard of a choice really :/

#

i mean realtime rendering for production is rad

#

hell even some anime studios are using unreal 4 these days for their backgrounds/blocking/ect. wild stuff

fiery glen
#

He's doing GPU shader anims, right? No way regular anims will beat that

vocal kestrel
#

ngl, now and agian i plan to do a Dynasty-Warriors esk big army beatemup style game, but then i really consider all the Smart People Stuff that would reeally go into putting a fuckton of dudes on screen to wallop through, and i chicken out.

covert arrow
#

whats the best way to line trace for a fps gun, would line tracing from the muzzle for the start then getting the player camera forward vector work?

spark steppe
#

yes but no

#

you would better line trace from the camera, because that's what the player expects

trim matrix
#

I have sort of managed to fix my brightness issue

#

it doesn't look as schizophrenic as before

burnt nest
trim matrix
#

I definitely have tried turning off auto exposure, I also messed with the values everywhere but nothing was really working

#

I basically made a new project and copied over parts of my work part by part

burnt nest
#

I remember. You updated to 4.26. ๐Ÿ™‚

trim matrix
#

Yes

burnt nest
#

I may be small headed, but I am big brained. ๐Ÿคช

trim matrix
#

This is a snap of the previous 4.23 version

#

You can notice the lightning difference, it looks weird now

burnt nest
#

I am not a graphic's artist, so I'm actually quite blind to these things.. ๐Ÿคฃ

tawdry charm
#

Hey guys, i'm playing around in UE5 and am completely new to UE as a whole, why can't I see the keyboard input I set up in the engine settings, inside my blueprint?

burnt nest
#

What type of blueprint is it?

tawdry charm
#

An actor blueprint

burnt nest
#

Try a pawn or a character. They can handle input.

tawdry charm
#

How do I change that, it doesn't seem to be an available parent class?

burnt nest
#

Create a new blueprint, select pawn as the base type.

tawdry charm
burnt nest
#

Hm. Silly UE5 doesn't have it as a common option. ๐Ÿ˜ฎ

#

Click all classes at the top then. ๐Ÿ™‚

olive sedge
#

https://i.imgur.com/wQOkye5.png

Can I get some help please? I've been at this all day.. I'm trying to figure out the best direction to move the vehicle forward if it hits the wall..

#

I want it to more or less slide across the wall here

tawdry charm
#

@burnt nest Pawn isn't on the list in "All Classes"

burnt nest
#

Really? ๐Ÿ‘€ It should be a sub class of Actor.

tawdry charm
burnt nest
#

Unless they were completely annoying and renamed it in UE5. ๐Ÿค”

tawdry charm
#

Yeah Maybe

burnt nest
#

Oh. But it says Actor Component at the bottom?

#

Is your blueprint an actor component?

#

Right.

tawdry charm
#

I got it

#

Thanks Guys ๐Ÿ™‚

#

Time to work out the best way to change the rotation of an object like this

covert arrow
#

i asked this question yesterday but no answer how do you make input frame dependent

burnt nest
olive sedge
#

well, the thing is I don't want to use the movement component, I couldn't get it to feel right

#

I had this before but never felt like I wanted it to

burnt nest
#

Lorash to the rescue

olive sedge
#

that pink is the normal vector

burnt nest
#

What about the yellow one? That seems to stick straight out.

tawdry charm
#

Smallhead, how would I go about changing the rotation of an external DirectionalLight?

burnt nest
#

Ingame, from a different blueprint? GetActorOfClass, and grab the directional light.

true marsh
#

I'm attaching a scene component from one actor to a scene component of a different actor and it works. But when the original actor is destroyed so is the passed scene component, is there a way to prevent this?

burnt nest
#

Sure; detach it first.

burnt nest
olive sedge
#

@trim matrix it's easier said than done.. how do I rotate the 90ยฐ towards my movement/facing vector?

tawdry charm
#

Any idea why it's not working?

burnt nest
#

Is the directional light set to moveable?

tawdry charm
covert arrow
#

@burnt nest nvm i wanted to ask about a modular health component

#

should i keep the data in the component itself or attach a structure to the component

#

i'm also using an interface to apply damage

olive sedge
#

@trim matrix that's some pro shit. I'll try it and report back

burnt nest
#

That's really up to you, Moldy.

burnt nest
stiff linden
#

Trying to do a pause menu--found the "execute while paused" tick box on my InputAction node, but it's still not working, I think because as part of pausing/opening the menu I do a Set Input Mode UI only, and the OpenMenu action mapping i have is technically a gameplay thing.

what's the workaround for this? I got it to unpause with a simple inputkeydown check in the menu widget itself but that's messier than I would like (and was executing on the first frame the menu popped up)

burnt nest
olive sedge
#

@trim matrix when you say clockwise... ๐Ÿ™ˆ

#

it would mean around X in + and -?

tawdry charm
#

It's getting the right actor now but it's not setting it's rotation on keypress:

burnt nest
olive sedge
burnt nest
trim matrix
#

hey guys added grenades to my game but they seem to only hurt me or enemies about 25% of the time

#

this is the logic

#

i can stand my character within the radius and it seems pretty much random whether it hurts

burnt nest
#

I have no idea to be honest, Wonder Boy. Looks like some debugging practices may be in order.

true marsh
# burnt nest Sure; detach it first.

Oddly thats not working, even though the return is saying true on the attach. Printing the owner after the attach and it is staying the same/not updating. I'm still troubleshooting.

Might be related to a by-design oddity? UE4 bug tracker UE-20417. Iโ€™ll double check soon

trim matrix
#

yup i'm reading on various stuff that could be the issue

#

DEP channel visibility etc

shut hinge
#

got an issue i don't know how to resolev. Movie is on USB F: drive, so the game won't play it unless the UBS F:drive is connected, how do I get the movie to play in the proper drive, it sayin it can't package it unless its in the movies directory, but it can only read it from the F Drive...

stiff linden
# burnt nest Hmm.. since I suggested the Input Mode UI thing, I feel obligated to fix this. ๏ฟฝ...

you might be thinking of another person with the input ui thing--i just showed up haha.

I can already tell the game is paused by IsGamePaused. I'm not checking inputs with key nodes like IsInputKeyDown--I'm actually using Action Mappings and Input Axis Mappings for input--which seem to be suspended when Input Mode is UI Only. I want the Open Menu action to be exempt from this, basically, but i can't find a setting for that. Hoping I don't have to handle this one key press with entirely different bp scripting than the rest haha

burnt nest
shut hinge
#

Anyone done a skip audio and text dialog tutorial yet with a data table, am looking for one.

tawdry charm
burnt nest
#

I figured you use axis mappings; that's fine. You'd put a IsGamePaused check after that. Then you could just use Input Mode Game & UI instead, and manually set which hotkeys will execute when the game is paused.

burnt nest
tawdry charm
#

Yeah

burnt nest
tawdry charm
#

it's the input not firing

burnt nest
# tawdry charm Yeah

Okay um, have you placed TimeChange in the level and checked that the hotkey event is firing?

tawdry charm
#

I've changed it to mouse3 which is default and it's still not firing

olive sedge
#

@trim matrix yes, I got that, it works (just one direction for now, I'll figure out the dot thing later)

burnt nest
#

Right. Maybe you should put this functionality in the player?

stiff linden
burnt nest
#

Now that's a bighead move.

stiff linden
#

๐Ÿค”

#

eyyyup

#

just deleted it and it works lmao

#

i think the tuts i saw that made menus with Input UI Only didn't even allow you to unpause with a key press? Just a button in the menu itself

#

so i was kinda under the impression you need to do input ui only to have a pause menu in the first place...

#

I guess i need it to click on the menu stuff, but i can do Set Input Game And UI for that and set back to gameplay on unpausing.

burnt nest
#

If your game was multiplayer and the game didn't pause when you opened the menu, you'd not be able to rely on execute when paused though.

stiff linden
#

tru

#

not the case here tho so lucky me

burnt nest
#

I think you should use both game and UI, and just set show cursor to true.
Otherwise I think it's to do with these settings regarding when to "capture" the mouse.

prisma stag
olive sedge
#

@trim matrix this works really well as long as the wall is not rotated itself..

#

going up? Vector[0,0,1]?

#

or up from the pov of my vehicle?

#

I hate that I don't understand vector and rotator math well enough. I'm gonna look deeper into it

restive dagger
#

I have a problem

#

Find Look at rotation is working

#

but my problem is the engine doesn't know my mesh muzzle

#

so it rotates but not as the way intended

dawn gazelle
#

Did you add a socket on to your mesh called muzzle?

restive dagger
#

nope

#

its a static mesh

dawn gazelle
#

That's fine

dawn gazelle
#

Open up your static mesh from the content browser

#

You should end up in this view.

restive dagger
#

yeah?

dawn gazelle
#

Bottom right - create socket. Then you want to position the socket using the manipulator to put it approximately where you'd want to consider something to come out of it. Orient the red manipulator so it's pointing towards the direction the bullet would travel.

#

Then when you want to reference it's position or rotation, it's a matter of getting the socket:

restive dagger
#

red manipulator u mean X ?

dawn gazelle
#

Yep

restive dagger
#

yep the same problem

#

heres the code

dawn gazelle
#

This is trying to get an enemy AI to look at the player?

restive dagger
#

yep

#

oh nvm it worked

#

Thank you so much

wet notch
#

Hey there, not sure if this is the right place to ask (and sorry if it's been asked many times before, feel free to send me elsewhere), but I'm trying to create a settings menu of sorts, and the selected value returns to default whenever I close and reopen the widget. Is there anything in my blueprint I'm missing so that I can save that value for later?

keen hearth
#

I'm looking to setup a host of mechanisms to place in the world, and for them to contain the logic and player animation to interact with them. So they get the player character and run a button press, or lever pull etc...
When I do this using the Play Animation on the mesh to breaks all future animations on the character leaving them sliding around as they move. I guess this is the wrong route to achieving this. Can someone point me to info on what I should be doing here. Ideally from within the mechanism actor and not resorting to the animation blueprint and state machine.

keen hearth
full hare
#

I am making a tower defense game and i am rn setting up upgrading towers but i need to make it so when it gets upgraded (a different actor spawns) so the older one gets deleted i tried using like casting and destroy actor but it for some reason didnt work any ideas ? any help is welcome ๐Ÿ˜„

dawn gazelle
narrow kelp
#

@full hare I'd consider changing the artwork on the actor instead

full hare
#

Like having everything on 1 actor ?

#

and just adding and removing stuff ?

narrow kelp
#

If that makes sense for your case. I imagine that when a tower gets upgraded, most of its behavior is still the same

#

with better damage and new artwork, or something like that

full hare
#

yep for example it will give more money and etc its a school project and i have only like 2-3 days to do it so there aint much details and as long as it works i dont mind any solution for now

#

are there any tutorials for that on youtube ? since i am not too sure how i should google it ?

narrow kelp
#

Not sure, but you can look for general programming in blueprints

crimson saddle
#

I need some help. I have an array of structs, each struct has an array of integers. I need to add integers to the array in one of my structs, but it doesn't seem to work at all. I have no idea why. Functions before and after the Add entry fire, but it seems like it doesn't actually do anything.

full hare
#

I will try to find it thank you for help

wet notch
dawn gazelle
wet notch
dawn gazelle
#

So what you are doing there is creating a widget, and removing it from the view port each time you open and close it - the values would not be retained as you're creating a new instance of the widget.

You have two options:

  1. Don't create a new one and remove from parent each time. Instead, IF the widget is valid when going to open it, set the visibility to "Visible" If not, create it. When going to close the widget, set its visibility to collapsed.

  2. Store the values you're concerned about externally in a different blueprint. If it's for settings, then you may want to consider putting the value in a save game object, and on the "Construct" of the widget, you would load the values from your save game object.

restive dagger
#

too late I went to fix my dog rip

#

Thanks again @dawn gazelle

prisma stag
#

Anyone know why this may be?

gusty shuttle
#

Quick one, anyone know why a variable may not be in scope? Bad pointer?

keen hearth
# dawn gazelle Have you tried play montage?

I switched it to Play Anim Montage passing in the character. It doesn't play an animation though. In the preview the montage works fine, but nothing in game. I checked the return value which returns the correct animation time, so it is there. I'm guessing the montage isn't overriding the main character anim blueprint.

indigo bough
#

Hey folks,

I have this work-in-progress possession setup, where up to 3 players can interact with a gun, and each be given a different role in the operation. The plan in future will be to have a set of animation sequences that play out as players run through the process of reloading/firing.

Anyway, that's just the context. My question is in relation to the possession. Currently, my controller is possessing one of three 'gun crew slot' pawns which are child actors of the gun. At the same time, I switch out the old pawn's animation blueprint to perform the 'animation' appropriate for their 'gun crew slot'

Because I have disabled auto camera management, the player still sees through their original pawn's eyes, which is intended. However, I still want to provide the user some ability to turn their head with the mouse x/y movement.

TL;DR: How would I let the controller send input to both the current 'crew slot' pawn AND send the mouse x/y input to their now unpossessed original pawn.

blissful cosmos
#

Do I need a playercharacter? Is there a reason not to only use the PlayerController when there's not really a pawn to control? I want to work on an RTS style game

unreal wing
#

yeah i think you do, RTS game would be cool good luck with that!

#

So I have been trying to make a text animation play when ever the player picks up a coin. However with this blueprint, every time I pick up a coin, the small UI animation on the coin counter wont play. any thoughts on how to fix this?

burnt nest
indigo bough
placid magnet
#

Hello! Im used to unity development where attributes and stats of a character are visible during runtime in the editors detail tab, when using the attributeSet type I cant seem to find a way to view my characters current stats without using a printfunction or a widget display. Is this intended? Is there another way I can expose this data to become visible in the editor details tab?

#

UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Abilities) specially with EditDefaultsOnly

#

hmm ok

keen hearth
placid magnet
#

@trim matrix thanks

faint pasture
indigo bough
mellow lava
#

Has anyone had success mutating VectorCurves at runtime? RootMotionJumpForce seems to require it for downhill destinations

loud cipher
#

Hey guys for the on component begin overlap

#

This only applies when a component begins to overlap

#

Not when a component is already overlapping

#

How can i make it so it still applies if the component is already in the overlap

#

e.g. if they have spawned in the overlap

#

for it to still apply

#

Nevermind

#

Solved

#

Simple check if it is already within the overlap

spark steppe
#

@indigo bough have you checked if the original character still has any controller assigned?

indigo bough
#

And if so, which controller? Can you have a controller that isn't a player?

narrow kelp
#

try setting focus to your widget

spark steppe
#

and i don't know what happens in your scenario, would debug it by getting the controller from the player after possessing the weapon pawn, and print its displayname to the log

indigo bough
#

Okay, thank you! I'll take a look into this ๐Ÿ™‚

frozen needle
#

Hello. I have this base for teleportation with teleport location rotated on left and right mouse button, but I'm not sure how to store an array for it to work properly. What should I do?

spark steppe
#

an array of what?

frozen needle
#

that are placed on the level

spark steppe
#

you can use getAllActorsOfClass in your beginPlayEvent to populate your array

#

get all actors which are of the teleportpoint class, and use it to set your array

frozen needle
#

what I have right now

dawn gazelle
# frozen needle Now it works but it's skipping one teleport point with the error. What could be ...

Promote the array from Get all Actors of class to a variable and use that variable where required (where you're currently hooking up all actors of class' output to).

The other issue is that you're assuming there's at least 3 elements in the array. This message "Accessed None" means you're attempting to get a reference to a null pointer - there's nothing set in that value and the "CallFunc_Array_get_item_2" indicates how you're referencing the item - you're trying to get an item from an array at index 2 which means there's nothing at the third element in the array. This all means that you're getting no value returned at index 2 (array item #3).

prisma stag
#

Hello, Ive been having a problem with the cursor and clicking in my game.

I have a menu that pops up and then you make your selection and then click on the ground where you would like that item to go. After some talking we found that settings the inputmode to only ui instead of both worked also keeping the cursor on the screen so you could see where you were clicking.

However, if you right click, it disables the mouse from influencing the camera and you must hold RMB to move the camera (which Im ok with), but now you have to double click to make your selection

indigo bough
#

Putting an empty controller class in there as the default works fine, but I'm still not able to get my input to register on the old pawn

spark steppe
#

you could probably attach the camera to the pawn that actually gets the real input on possession

#

and move it back to the character on unpossessing

#

but also just an idea, not sure if it would work around the issue

#

depends on how your camera/input system is setup

dense citrus
#

heya, quick question for anyone who can help, so, i'm trying to make a physics based bullet for my gayme, and each time i fire the gun, i have a "on begin overlap event" to trigger a particle and sfx. the issue is it seems to be VERY inconsistent, any idea why this might be?
(note, those blue planes are what i'm using to visually confirm the hit, combined with f1. and it's very odd cause the hit just wont register if i'm looking at certain angles or what have you.
the collisions for each plane is set too a simple box collision, and the bullet, and bullet hitbox is set to overlap all.

frozen needle
spark steppe
#

show your current node setup with the changes you made

narrow kelp
#

@dense citrus In my experience UE4's collision just kinda sucks for small fast objects like bullets. If you want to make it better, you could have your bullets tick and do a line / sphere trace over the delta distance, then just set their position.

spark steppe
#

or do a line trace on shot and calculate the delay to trigger the effect

narrow kelp
#

Yeah if you dont need the bullet to actually travel, then just a trace is all you need

dense citrus
#

eh, sorta, i'm making a game that will use the enviorment to affect the players, and the guns are going ot be more akin to tools then weapons, so i sorta want them to be cumbersome to use

spark steppe
#

disconnect and remove that for loop in beginPlay @frozen needle

#

and the set array elem, too

#

and in the upper branch you set the current teleportation point to the array length, that should be array length -1

frozen needle
#

@spark steppe thank you, that fixed my issue

dense citrus
#

okay, i'm having one more issue with my bullet thing

#

it's literally beginning an overlap event with the air

faint pasture
#

@dense citrus What is it saying it's overlapping?

dense citrus
#

ngl, i have no idea how to check. if you mean the trigger for it, it's "event on begin overlap"

#

i just see this and i'm like not supposed to happen

#

and it registers as a single hit

faint pasture
#

@dense citrus print the overlapping actor

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What is it?

crimson saddle
#

Why won't my custom gamemode inherit functions?

dense citrus
#

i did object and it just says "box"

faint pasture
#

Then it's overlapping a box

crimson saddle
#

I have a generic gamemode class that all my others inherit from with things like saving the game but I don't see them as I would in another blueprint

faint pasture
#

What are the collision settings for the projectile?

dense citrus
#

overlap all

#

and i have no object in my scene named just "box" as far as i'm aware

faint pasture
#

Well yeah so of course it's going to trigger overlaps with like everything. Set it to only overlap the things that you want it to overlap

dense citrus
faint pasture
#

You probably have an object with a box component. That trigger box is attached to something

dense citrus
#

ah, yeh, fair enoguh, i'll do some more tigging then thx

faint pasture
#

Anyway you probably don't overlap all with a projectile unless you want your projectile to trigger triggers. Try overlap only Pawn for now

#

Learning how how the Collision system works is one of the best things you can do. It's incredibly powerful

#

Like if the projectiles meant to hit terrain and walls but overlap pawns, you'd give it a custom collision profile that ignores everything but blocks WorldStatic and overlaps Pawn

dark crow
#

Wat

faint pasture
#

How big is the array?

#

I mean just get(0) thru get(4) and promote results to variables.

#

Get(index) just gets that one element of the array

#

What exactly are you trying to do? This is a very weird question.

dark crow
#

Neato, still confused

#

But am glad you figured it out

shadow saddle
#

chaos physic only available in 4.26 ?

dark crow
#

I think so yeh

#

4.26+

rough blade
#

does a ticking bp component increase frame calculation time even if it isnt doing anything?

#

ie - static mesh

icy dragon
dry pewter
#

Hello everyone

#

I have this, it's working as intended, now i need that the map variable (Weaponinventory) to be substituted with one of other 3 map variables (int key and name value too) so i don't have to make 4 of the same node procedures with each variable. Can i make that?

keen hearth
dry pewter
dry pewter
#

Yeah as the value will come from "wich position is the menu cursor on/30" (as the options are 30 units away one from another on Y axis) it'll work as a charm

scarlet arrow
#

Hey guys, i have a problem in UE4 BP, i want to know how i can display a final score on the winning screen, the concept is to display how much time the player took to go from point A to point B, something similar to this example

dry pewter
dry pewter
# dawn gazelle

Seems to be doing the work, now i just have to tweak the other places where i needed that and test, Thankyou!

scarlet arrow
#

@dry pewter

dry pewter
scarlet arrow
#

i basically have two widgets, one for the game and another for the final score

dawn gazelle
scarlet arrow
#

the one for the game only has a timer and the second one looks like this

unreal wing
#

nice

trim matrix
#

hey I have a question i am spawning a blue print object that is a text render i have got everything working except the issue of multiple of the text renders popping on the screen when I put another string in the widget text box. I have tried destroying the actor when you destroy the actor with out a delay it destroys everything but when I add a delay it doesnt do it. I even made it where I have tried destroying the actor in the blueprint it is spawning in general with a boolean and making it so when the widget sets the boolean to true the code should print a string and destroy self but what ended up happening was it printed the string but didnt destroy the actor i eventually scratched that and made so that i got all actors of class then as a return destroy that inside the blueprint but that did nothing

dry pewter
trim matrix
#

ok ill try that

dry pewter
#

@dawn gazelle Sorry if i botter you mentionning personally.
Can you "set" a variable result of the select node?

dawn gazelle
#

Plug in the return value into Target, and the value you want into value.

trim matrix
#

i hate how the solution was so simple either way thank you @dry pewter

scarlet arrow
#

@dry pewter hey i already figured it out i basically copy what i had, grab the same code i had on the game widget and place it on the end screen widget

dry pewter
olive sedge
#

Can I get some help with DrawDebugString pls? I can't get it to show up with world location: https://i.imgur.com/zMqSbPn.png this should draw on my character or without the vector node at 0,0,0 but it doesn't show up

#

Ok, I literally did nothing different and it works now. Odd.. But I'll take it!

olive sedge
#

Yes, I just read this too but it's not true in my case

dry pewter
#

Also, the draw debug node seems to be troublesome depending if you are playing in editor view or standalone game, odd

olive sedge
#

I just tested a bunch of stuff that didn't work, then ^Z'd back to an earlier state and it worked all of a sudden

dry pewter
#

Odd

olive sedge
#

yes

dry pewter
#

Well, off to sleep now

#

Nights, peeps

olive sedge
errant viper
#

hey can anybody help me with a problem

#

i wanted to make an animation for my zombie ai

#

animation blueprint

#

but the idle is the only thing that works

azure sparrow
#

wat do i do here

#

whats an object

#

:/

#

pls help ty in advance!

olive sedge
#

@azure sparrow well, you gotta have something you want to cast to bp weapons

#

do you know what you're doing when you're trying to cast?

azure sparrow
#

and i learnt that casting is the only way to do that

#

i dont know how to use object

olive sedge
#

you learned wrong ;P

all you need is the object that is instantiated from the other blueprint

azure sparrow
azure sparrow
olive sedge
#

you're trying to call fire on your pawn, yes?

azure sparrow
#

yes

olive sedge
#

well, you have a default pawn, the engine instantiates it for you

azure sparrow
#

but the bp_weapons is a parent

azure sparrow
#

how do i get it?

olive sedge
#

GetPlayerPawn for example

azure sparrow
#

lemme try it

#

thanks!

olive sedge
#

or even better GetControlledPawn

#

if you're calling it from the controller, which you're probably doing here

#

THEN you need to cast it

#

cause the pawn you're getting back is typed as Pawn

azure sparrow
#

no i bp_weapons is an actor

#

i just enabled input on it

olive sedge
#

tell, then make it a pawn ;P

azure sparrow
#

how to?

olive sedge
#

If you're controlling it with a player controller and it takes input, make it a pawn

azure sparrow
#

i am actually new to this engine

olive sedge
#

reparent it in class settings

azure sparrow
#

oOO

#

and also is this happening caz the bp is not a pawn?

fiery lark
#

Does anyone know how to use a megascan on a landscape?

#

Or as a landscape layer?

olive sedge
#

@azure sparrow yes.. if you're trying to cast a pawn to bp weapons and bp weapons is not a pawn

azure sparrow
olive sedge
#

yes

#

see my screenshot

azure sparrow
#

:/

olive sedge
#

UE5?

azure sparrow
#

yeah that made me get to ue

#

: D

olive sedge
#

well then good luck ;P

azure sparrow
#

ok i can find the class opttions somehow

#

lemme try

olive sedge
#

I woulda switched too but my GPU can't handle it and there isn't a new one to be had for reasonable prices

fiery lark
#

It actually runs pretty good, it's the demo they released that is an absolute beast

azure sparrow
#

f

azure sparrow
#

if i change the bp to pawn the children classes will also change right?

#

but now theres another problem

#

theres no error here

#

but the function isnt getting called

#

it isnt printing this

olive sedge
#

@azure sparrow you should learn about breakpoints.. select a node and hit F9

#

set a breakpoint on the LeftMouseFire call, see if it even calls

#

@fiery lark well, I don't think around 10fps in an empty editor is "pretty good"

fiery lark
#

U playing on a potato my guy?

olive sedge
#

Ryzen 9 3900X with 48 gig of RAM

#

it's just my GPU that's bottlenecking me, a GTX 970

fiery lark
#

Oof

#

I got a 1070 and it get 60 fps

olive sedge
#

yes, well.. an upgrade for just one generation didn't make sense at the time, the 20x generation was horrible value/price and the 30x is just NOT available at all

azure sparrow
olive sedge
#

@azure sparrow for sure

azure sparrow
#

yes i was able to set a break point

#

now how do i understand if it calls?

burnt citrus
#

hey, are there any differences between two nodes?

dawn gazelle
sonic pine
#

Hiho, I have a little understanding problem. I use the Localization Dashboard and String Tables to translate the game.
Now I have the following problem, every NPC gets this window, but every NPC has one or more different quests. How do I assign the German or English version to the quest window depending on the NPC ????

olive sedge
#

@azure sparrow what Datura said. Your inputs are probably not set up correctly

dawn gazelle
# burnt citrus hey, are there any differences between two nodes?

The top one is a direct reference to a Blackboard component on an object.
The bottom one is a function that first casts the actor reference to a pawn, then tries to find the Blackboard component, first on the pawn's controller, and if it doesn't find it there, then on the pawn itself. So you could in theory get the blackboard using the function version using a generic Actor reference.

sonic pine
sonic pine
#

Any ideas? ^^

azure sparrow
#

isnt this the way?

#

oh wait no this is not an actor anymore

azure sparrow
olive sedge
#

@azure sparrow well, then your cast is failing. bp weapons is probably not your pawn, is it? what is bp weapons anyway?

azure sparrow
#

u told me to make it a pawn

#

and i did

olive sedge
#

@azure sparrow in your game settings, what do you have under maps/modes in default pawn?

dawn gazelle
# sonic pine Any ideas? ^^

I'm handling my dialogue through data tables that use text fields which could then generate the string tables when I'm ready to do localization. So then, when I'm creating a widget that would need to be localized, I'm feeding in the data table entry and populating the fields needed from the data table. That being said, you could probably do the same - instead, you'd define which string table you want to in the text fields within the data table.

azure sparrow
olive sedge
#

oh, yes.

azure sparrow
#

i didnt get u

#

heres the maps

#

i know i am dumb and pro'lly ur saying right but its me whose not understanding it

olive sedge
azure sparrow
#

should i change the default pawn class?

olive sedge
#

ah. so there.

azure sparrow
#

ok

olive sedge
#

yes

azure sparrow
#

ty

olive sedge
#

change it to bp weapons (probably first person shooter?)

azure sparrow
#

i cant edit these

olive sedge
#

you gotta have your own game mode

azure sparrow
#

oh

#

ok

olive sedge
#

default game mode would be a boring game, no?

azure sparrow
sonic pine
# dawn gazelle I'm handling my dialogue through data tables that use text fields which could th...

Well, there are unique IDs, my idea so far was to give each NPC the ID of the quest that belongs to this NPC, but I'm not sure how I can access it.

Example:
NPC variables:

  1. Min ThirdPersonCharacter LV (5)
    AND
  2. QuestID (Quest05)
    BRANCH
    If both are true, the NPC has quest number 5

I think, however, that I then need a widget for each quest that is linked to the NPC and that would be a lot of widgets ^^

Unfortunately I only find Quest systems on Youtube that work without translation, so I don't really have any ideas for implementing this. I've never done anything like this and therefore don't understand how your suggestion should work ^^

azure sparrow
#

but still doesnt work

olive sedge
#

what happens when you start the game, anyway

azure sparrow
#

the thirdperson character runs

#

besides i set an ai that follows it

#

and deals damage when is near

olive sedge
#

ah, I see..

#

So then that third person character would be your pawn

azure sparrow
#

what i want to do is do everything under bp_weapons and call those from the thirdperson

olive sedge
#

it's probably overridden in the world settings of the level

#

do you want to keep moving about with the third person character?

olive sedge
#

and are you calling fire on the TPC?

azure sparrow
azure sparrow
olive sedge
#

I see.

#

so then BP_Weapons should not be a pawn

#

it should be a component on your pawn

azure sparrow
azure sparrow
#

yeah if u say so

#

then, what do i do?

olive sedge
#

are you using the first person or third person?

azure sparrow
olive sedge
#

yes, I just saw.. well, I'd add a weapon as a component or child actor onto the character and attach it to a socket on the skeletal mesh

pale orbit
#

does anyone know why can't i set variables like this?

azure sparrow
olive sedge
#

I think there's some logic you could look into in the FPS template but I haven't used that yet

#

yes, you can switch them out

azure sparrow
olive sedge
#

ok, and the children implement fire?

azure sparrow
olive sedge
#

I see.. well, go with the logic in BP Weapons for now, you can extend it later

azure sparrow
#

but for now i am just trying to make a print string on the functio

azure sparrow
#

for now i am, i am printing a string (trying to)

olive sedge
#

yes.. what you want to do is have a child actor or component on your character that is attached to a socket on the skeletal mesh and then you can easily use that from the character BP

gentle urchin
azure sparrow
pale orbit
#

when i print the name of the object ref it shows me "Enemy_Character" as it should but when i try to assign a Enemy_Character variable it tells me its not compatible

olive sedge
#

@azure sparrow either create a component instead of an actor which would probably be cleaner or attach it as a child actor component

olive sedge
#

looking good! ๐Ÿ˜„

gentle urchin
azure sparrow
olive sedge
#

well, it's a static mesh component

azure sparrow
#

so theres no gain ig

olive sedge
#

yes.. make it a BPC_Weapons component or a child actor component with class BP_Weapons

pale orbit
#

ty @olive sedge

#

it worked

azure sparrow
olive sedge
#

@azure sparrow on your character do Add like you did with the static mesh

#

but select Child Actor

#

btw, that fire should probably be on your character anyway since you'll need an animation and everything

#

would make more sense to play an animation on the character like "slash" or "fire gun" depending on th type of weapon attached

azure sparrow
#

yeah

dawn gazelle
#

No you don't need to create a widget for each quest. You can feed in the data that the widget needs and then construct what the widget should display from that data. If you create expose on spawn variables on the widget, then you can feed data in when you're going to create it. Then you can use say the below node to grab the appropriate table, and you could feed in the key on creation, then from there populate the fields as needed.

olive sedge
#

just make a component class tree with weapon -> blunt/sword/axe/gun/whatever

azure sparrow
#

did

azure sparrow
olive sedge
#

you can still call things on the weapon later

#

@azure sparrow yes. looking good. on the details for that child actor you can set the class

azure sparrow
olive sedge
#

yes

azure sparrow
#

i did but it doesnt show up

olive sedge
#

did you specify the parent socket? doesn't look like it from the bit I see on the shot

olive sedge
#

yes

azure sparrow
#

how do i put a socket?

olive sedge
#

there should already be sockets available

#

use the magnifier

azure sparrow
#

ok

olive sedge
#

@azure sparrow be sure to attach that axe to the mesh

azure sparrow
#

yes did

azure sparrow
#

caz its set to none

#

the socket

olive sedge
azure sparrow
olive sedge
#

right click and go open link

azure sparrow
#

how didu set theparent socket?

#

the socket is not a drop down

olive sedge
#

with the magnifier. but be sure to attach the child actor component to the mesh component of you character

azure sparrow
#

and also in my case will bp_weapons be the parent socket?

azure sparrow
olive sedge
#

depends where you want to attach the weapon. just use hand_r for now

#

can also attach it to the head if you want to be silly ;P

sonic pine
azure sparrow
#

๐Ÿ’ฏ

olive sedge
#

perfect.

azure sparrow
#

now could u pls tell me how to make the function work

olive sedge
#

maybe -Z by ~75?

azure sparrow
#

and btw ty for helping me out with a lot of patince

olive sedge
#

for sure

#

well.. grab the child actor component and drag it into your blueprint grid

olive sedge
azure sparrow
#

tru tho

azure sparrow
pallid merlin
#

[Help]
Can someone point me to a tutorial for a seamless first-person door open animation to a new level?
Example:
https://www.youtube.com/watch?v=r6NCC-nnvMU&t=70s&ab_channel=GameZone

Spoilers

There are going to be heavy spoilers in this video. If you want any surprise or fear, don'tโ€™ watch this walkthrough of P.T.

This game has been haunting so many for the last few days. With enough time, patience, and courage, most are able to get up to the final puzzle but then the true unknown kicks in. As of now, Iโ€™ve completed Sile...

โ–ถ Play video
azure sparrow
olive sedge
#

get child actor

azure sparrow
#

but i connected it directly

dawn gazelle
azure sparrow
olive sedge
#

that won't track

azure sparrow
#

hmm it wont

olive sedge
#

you're trying to cast the child actor component to weapons instead of the actor it's holding

azure sparrow
#

or do i change the child actor to the bp_weapons

olive sedge
#

no, you need to get the actor from the child actor component and then cast that to weapons (see my screenshot)

gentle urchin
#

Also, you dont really wanna cast on every single time you do the "fire" event

sonic pine
azure sparrow
pale orbit
#

would it be dumb to store a player variable inside gameinstance?

olive sedge
#

drag the child actor component into the grid, drag out from the blue pin and find get child actor component, connect that to cast

pale orbit
#

cant seem to be able to cast to playerstate

azure sparrow
#

done